Book picks similar to
Gamer Trouble: Feminist Confrontations in Digital Culture by Amanda Phillips
feminism
game-theory
digital-anthropology
gamesanth
Press Start to Play
Daniel H. WilsonSeanan McGuire - 2015
The humble, pixelated games of the ‘70s and ‘80s have evolved into the vivid, realistic, and immersive form of entertainment that now rivals all other forms of media for dominance in the consumer marketplace. For many, video games have become the cultural icons around which pop culture revolves.PRESS START TO PLAY is an anthology of stories inspired by video games: stories that attempt to recreate the feel of a video game in prose form; stories that play with the concepts common (or exclusive) to video games; and stories about the creation of video games and/or about the video games—or the gamers—themselves.These stories will appeal to anyone who has interacted with games, from hardcore teenaged fanatics, to men and women who game after their children have gone to bed, to your well-meaning aunt who won’t stop inviting you to join her farm-based Facebook games.At the helm of this project are Daniel H. Wilson—bestselling novelist and expert in artificial intelligence—and John Joseph Adams—bestselling, Hugo Award-nominated editor of more than a dozen science fiction/fantasy anthologies and series editor of Best American Science Fiction & Fantasy (volume one forthcoming from Houghton Mifflin in 2015). Together, they have drawn on their wide-ranging contacts to assemble an incredibly talented group of authors who are eager to attack the topic of video games from startling and fascinating angles.Under the direction of an A.I. specialist and a veteran editor, the anthology will expose readers to a strategically chosen mix of stories that explore novel video game concepts in prose narratives, such as save points, kill screens, gold-farming, respawning, first-person shooters, unlocking achievements, and getting “pwned.” Likewise, each of our authors is an accomplished specialist in areas such as science fiction, fantasy, and techno-thrillers, and many have experience writing for video games professionally.Combining unique viewpoints and exacting realism, this anthology promises to thrill generations of readers, from those who grew up with Atari 2600s to the console and PC gamers of today.
Invisible Women: Data Bias in a World Designed for Men
Caroline Criado Pérez - 2019
From economic development, to healthcare, to education and public policy, we rely on numbers to allocate resources and make crucial decisions. But because so much data fails to take into account gender, because it treats men as the default and women as atypical, bias and discrimination are baked into our systems. And women pay tremendous costs for this bias, in time, money, and often with their lives.Celebrated feminist advocate Caroline Criado Perez investigates the shocking root cause of gender inequality and research in Invisible Women, diving into women’s lives at home, the workplace, the public square, the doctor’s office, and more. Built on hundreds of studies in the US, the UK, and around the world, and written with energy, wit, and sparkling intelligence, this is a groundbreaking, unforgettable exposé that will change the way you look at the world.
The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit
Philip E. Orbanes - 2003
Parker started with only fifty dollars and a dream. In The Game Makers, Philip E. Orbanes, a game historian and former Parker Brothers executive, explores the often whimsical origins of popular games and toys - from the Monopoly Game to the Nerf ball to Ping-Pong to Sorry! - and reveals how generations of determined entrepreneurs built a family business empire." Through an engaging narrative based on extensive research - including the never-before-published personal archives of George S. Parker and interviews with his successors - Orbanes takes us on a journey through the birth and maturation of the toy industry as seen through the eyes of one of its greatest legends. Sprung from Parker's fervent belief that games were meant to last and be fun, this tiny family firm would grow into a brand powerhouse that reflected - and ultimately helped shape - the culture of a nation. Through world wars and the Great Depression, through natural disasters and family tragedies, Parker Brothers succeeded in bringing smiles to the faces of millions by connecting them to - or helping them forget - the events taking place around them.
Men and Feminism: Seal Studies
Shira Tarrant - 2009
Addressing the question of why men should care about feminism in the first place, Men and Feminism lays the foundation for a larger discussion about feminism as a human issue, not simply a women's issue. Men are crucial to the movement—as fathers, brothers, husbands, boyfriends, and friends. From "why" to "how" to "what can men do", Men and Feminism answers all the questions men have about how and why they should get behind feminism.
Generation Xbox: How Videogames Invaded Hollywood
Jamie Russell - 2012
Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?
Chainmail Bikini: The Anthology of Women Gamers
Hazel Newlevant - 2015
The comics in Chainmail Bikini explore the real-life impact of entering a fantasy world, how games can connect us with each other and teach us about ourselves.
Changing the Game: How Video Games Are Transforming the Future of Business
David Edery - 2008
Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor forceencouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunitiesand avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and servicesand have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way
The Pit Bull Placebo: The Media, Myths and Politics of Canine Aggression
Karen Delise - 2007
Then it was the Doberman, symbol of the Nazi menace. Today, it is the Pit bull that is vilified for the depravity of his masters. Today, police chase down fleeing Pit bulls in the street, firing dozens of wild shots in response to media-fed rumors of supernatural Pit bull abilities. Politicians coach and nurture this fear with their own brand of rhetoric used to assist in the passing of quick and ineffective legislation created to pacify communities ignorant of the real cause for dog attacks. Hundreds of animal shelters throughout the country kill all unclaimed Pit bull-looking dogs, as they are deemed "unadoptable" solely on their physical appearance. This has occurred because the human/dog bond, the most complex and profound inter-species relationship in the history of mankind, has been reduced to a simple axiom: Breed of dog = degree of dangerousness. We have come to accept that hanging entire breeds of dogs in effigy for the sins of their owners is an acceptable solution to canine aggression because we have been placated by a Pit Bull Placebo. Like the pharmacologically inactive sugar pill dispensed to pacify a patient who supposes it to be medicine, eradication of the Pit bull is the placebo administered to ease the public's anxiety about dog attacks. The book, The Pit Bull Placebo: The Media, Myths and Politics of Canine Aggression, explores how our views and beliefs about canine aggression have changed over the last 150 years and how our perceptions about the nature and behavior of dogs has been influenced by persons and organizations who often times disseminate information about dog attacks which is tailored to further an agenda unrelated to the improvement of the human/dog bond. We are in the midst of a social hysteria about Pit bulls because we have abandoned centuries-old common-sense and have been duped by inaccurate reporting from the "Pit Bull Paparazzi" and by politicians who traffic in rumors, myths and pseudoscience in their efforts to pass legislation that demonizes dogs while exonerating criminal and abusive owners. If we truly believe that the extremely rare cases of fatal dog attacks merit extreme measures in the management of dogs, if our concern and shock is genuine, then we must be equally genuine and sincere in seeking out and addressing the real causes for these incidents. Only by stepping back from the swirl of present-day hysteria surrounding isolated cases of severe canine aggression and examining the problem from a broader and more objective perspective can we hope to understand and address the human and canine behaviors which contribute to these incidents.
The Ultimate Bathroom Reader: Interesting Stories, Fun Facts and Just Crazy Weird Stuff to Keep You Entertained on the Crapper! (Perfect Gag Gift)
Bill O'Neill - 2021
Flying with Baby - The Essential Guide to Flying Domestically with Infants Under 1 Year Old
Meg Collins - 2012
With input from veteran flyers and flight attendants, you’ll learn exactly how to get from A to B as easily as possible. Topics include: - Buying tickets - Where to sit - How to score a free seat - Dealing with you car seat & stroller - Getting through security - Breastfeeding & pumping - Keeping your baby happy - Feeding & more “I was so nervous about our first flight with baby Darren, but your book put me at ease and prepared me for everything I needed to know. Thanks!!” — Janice McCullough “This book is funny and informative, in classic Lucie’s List style. We had NO problems on our first flight. Thank you!!” — Kara Quinn
The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Frank Rose - 2011
Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.
Sly Flourish's Dungeon Master Tips
Michael E. Shea - 2010
You’ve read both Dungeon Master’s guides. You’ve run a few games. You pick up ideas here and there on the net. Or maybe you're an old grizzled vet who has run games for 20 years.Maybe your game is feeling a little stale. Maybe your encounters didn’t run exactly as you wanted them too. Maybe you feel like you're stuck in a rut. Maybe you feel a bit overwhelmed when you have to come up with an exciting, creative game every week.You’re not looking for a huge tome on game theory. You don’t need yet another take on world-building. You’re looking for some practical tips you can use today to help you focus your energy in the right places and make some kick-ass D&D games for you and your friends. You want something you can read quick and start using right away.My friend, here is the book for you.This book was written to give you solid usable tips to help you build your story, design exciting encounters, and run a great game when you’re at the table. It’s a short book, designed to be read quickly and referenced often.Oh yeah, and it’s got some awesome original artwork by Jared Von Hindman of Head Injury Theater.This is a completely original book. Every chapter was written from scratch to help you focus on what’s important and get past some of the roadblocks we all face when designing a D&D game.
The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't
Nick Yee - 2014
Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled—but rarely recognized—tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.
Fixed It: Violence and the Representation of Women in the Media
Jane Gilmore - 2019
Far too many Australian women have experienced physical or sexual violence. Only rarely do these women capture the attention of the media and the public. What can we do to stem the tide of violence and tragedy?Finally, we are starting to talk about this epidemic of gendered violence, but too often we are doing so in a way that can be clumsy and harmful. Victim blaming, passive voice and over-identification with abusers continue to be hallmarks of reporting on this issue. And, with newsrooms drastically cutting staff and resources, and new business models driven by rapid churn and the 24 hour news cycle journalists and editors often don't have the time or resources bring new ways of thinking into their newsrooms.Fixed It demonstrates the myths that we’re unconsciously sold about violence against women, and undercuts them in a clear and compelling way. This is a bold, powerful look at the stories we are told – and the stories we tell ourselves – about gender and power, and a call to action for all of us to think harder and do better.
An Unconventional Family
Sandra Lipsitz Bem - 1998
During the next ten years, they exuberantly shared the details of their daily lives in both public lectures and the mass media in order to provide at least one concrete example of an alternative to the traditional heterosexual family. In the 1990s, Sandra Bem also published an award-winning book, The Lenses of Gender, which spelled out the feminist theory behind their feminist practices.This second book by Sandra Bem, an autobiographical account of the Bems` nearly thirty-year marriage, is both a personal history of the Bems` past and a social history of a key period in feminism`s past. It is also a look into feminism`s future, because the Bems` children, Emily and Jeremy, now in their early twenties, speak at length in the book as well.Bem analyzes what aspects of family background and psychological makeup led her and Daryl to bond so immediately and to become gender pioneers. She describes the egalitarianism and feminist child-rearing that they invented for their private needs and tells how these family agendas were transformed into public feminist discourse. Finally she reassesses this early feminist union now that the marriage has come to an end and the children are young adults, evaluating (with the help of lengthy interviews with Emily and Jeremy and a brief epilogue by Daryl) what the Bems` experiences—both positive and negative—have to say about the viability and necessity of nontraditional gender arrangements in society today.